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Procedural universe, galaxy, star and planet generation engine

Well if you’ve seen the movie Interstellar, or if you studied any astrophysics at all, you’ll know that black holes look weird because of their huge mass and gravity. The effect could be partly explained just using Newton’s law of gravity, by assuming the mass-energy equivalence as discovered by Einstein (E=mc2, i.e. by assuming the […]

Download from https://1drv.ms/u/s!Arp4D6YSlcg0jGFY1hZ2Wr-E7gWB New things in this version: Different galaxy types and improved galaxy distribution New galaxy rendering method Black holes and star classification system Bug fixes and performance improvements Enjoy!

The current raycasting approach to rendering galaxies in Galaxia is already pushing the limits of what is possible with the technique, and the result is somewhat messy and low in detail, in particular the aliasing artifacts are very noticeable. So I’ve been thinking about a different approach to rendering galaxies for a while now, with the […]

Download from https://1drv.ms/u/s!Arp4D6YSlcg0jGDe5NtGbe5wR5F3 New things in this version: Selected/hovered item name and distance info XInput support and better control configuration Voxel collision (WIP!) Bug fixes and code improvements

I had a realisation that the functionality of my voxel level-of-detail blending technique might not have really been documented anywhere. Others have probably already implemented the same idea (this technique may even already have a name, please tell me if you know), but it’s something I didn’t read about anywhere – I went googling for things like “smooth voxel […]

So, let’s start at the beginning. All virtual worlds need some kind of a coordinate system to represent positions in. Most 3D games and simulations represent a position with 3 floating-point numbers representing the X, Y and Z distance from the world’s origin (which is located at X,Y,Z=0,0,0). These numbers are usually in a meaningful unit […]

After spending some time researching methods for rendering voxel isosurfaces, I decided to implement a dual contouring algorithm – which is the “dual” case of the infamous marching cubes algorithm. It’s still far from finished but it’s produced some promising results so far… [Fuzzy blobs: spheres with added ridged noise. Header image: spheres with negative […]